One thing I would like to see is the Panzer General-type movement where maximum movement ranges are highlighted and you click on a unit and on the destination hex. Then you can disable the column routine currently being used. I have found it to be almost as much trouble as it is worth. Too many times it picks up units I don't want moved and puts them places I don't want them to be.

1. Change road rate of supply wagons to 1 and keep at 10 pts
2. Resupply by infantry movement pts ie; 1 pt on road, 4 pts through woods, +1pts for up slope etc.
3. Have some sort of BCE similar to the old GBACW games
4. Have engineers units that have pontoons with them
5. Capability of units to lose stragglers on long marches and a chance to recover them and a minimal recovery of loses from combat.

1. Change road rate of supply wagons to 1 and keep at 10 pts
2. Resupply by infantry movement pts ie; 1 pt on road, 4 pts through woods, +1pts for up slope etc.
3. Have some sort of BCE similar to the old GBACW games
4. Have engineers units that have pontoons with them
5. Capability of units to lose stragglers on long marches and a chance to recover them and a minimal recovery of loses from combat.

BCE is Brigade Combat Effectiveness, a rule in Richard Berg's ACW regimental games. Basically, when a regiment takes a certain percentage of losses, it loses BCE, meaning it has restrictions on offensive action (going from bad memory - can't initiate melee, has lowered morale and can't enter a ZOC). Likewise, when a certain number of regiments lose BCE, the brigade loses BCE. Each brigade has its own level of BCE so you can model good/bad troops. And I think losing the brigade commander counts as a hit towards losing BCE on top of losses. It's a concept I love, but how easy it would be to program I've no idea.

[quote]<i>Originally posted by Sean Turner</i>
<br />BCE is Brigade Combat Effectiveness, a rule in Richard Berg's ACW regimental games. Basically, when a regiment takes a certain percentage of losses, it loses BCE, meaning it has restrictions on offensive action (going from bad memory - can't initiate melee, has lowered morale and can't enter a ZOC). Likewise, when a certain number of regiments lose BCE, the brigade loses BCE. Each brigade has its own level of BCE so you can model good/bad troops. And I think losing the brigade commander counts as a hit towards losing BCE on top of losses. It's a concept I love, but how easy it would be to program I've no idea.

<blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote"><i>Originally posted by Sean Turner</i>
<br />BCE is Brigade Combat Effectiveness, a rule in Richard Berg's ACW regimental games. Basically, when a regiment takes a certain percentage of losses, it loses BCE, meaning it has restrictions on offensive action (going from bad memory - can't initiate melee, has lowered morale and can't enter a ZOC). Likewise, when a certain number of regiments lose BCE, the brigade loses BCE. Each brigade has its own level of BCE so you can model good/bad troops. And I think losing the brigade commander counts as a hit towards losing BCE on top of losses. It's a concept I love, but how easy it would be to program I've no idea.

Our current fatigue system already more or less does the same thing but on a regimental basis and in a much simpler manner that is already programmed. High fatigue units suffer ranged fire and melee penalties - indeed with very high fatigue winning most melees that aren't walkovers are almost impossible. The only addition could possibly be to limit movement of high fatigue units.

Here is another; fix it so routing units rout away from known enemy
units and toward friendly units. I think the way it is now, units
rout away from the direction of fire. Sometimes enfilade fire will cause units to rout toward the enemy.

Any chance of a rotate map ability? Sometimes the map layout can look a bit awkward, especially as I only play in 3D. Also I really do like to be able to play with my units entering the map along it bottom edge (Just a personal preference)
We used to have rotate maap in Eastern front which uses very similar map graphics?

Rich,
I suspect what was meant by "Capability of units to lose stragglers on long marches and a chance to recover them and a minimal recovery of loses from combat", was to implement a system simular to CWG2....Every unit had 3 munbers of men...1: the number they started the battle with...2: The number of men that are healthy....3: The number of men on the firing line.

If you marched your men too hard, men would straggle and you'd lose men, when you rested, those men would begin to rejoin the unit....If a unit started a battle with 800 men and fought hard, say they took 200 casualties....Likely they would only have between 100 and 200 men on the firing line...Pull them back and rest them (for a good while)and they'd likely pick most of them back up to get somewhere back close to the 600 healthy men they had left....Basicly evertime you used the unit, some folks would run, when you rested them some would come back....This change alone would likely reuce the number of casualties in these battles to a far more realistic level, as only those present on the line shoot.....Regards, Hank

Here is another thing that drives me crazy. I moved adjacent to some
artillery in a Resaca meeting engagement, and one of my opponent's
batteries fired at a target several hexes away. That is ridiculous!
The same thing happened to me in a Gettysburg game, possibly the
last time I play Gettysburg with auto defensive fire. (I think the
Reb ammo levels are unrealistic for auto defensive fire as well.)

<b>* Spiking:</b> Enemy gets 50% if he holds the guns at scenario end if spiked or 100% if captured intact or the owning player should lose 100% of VP's if he loses the guns intact and 50% if spiked.
(In essence, the outcome is the same)

<b>* Shooting over own troops:</b> An optional rule that blocks shooting over own troops with inf and art unless some 3 levels above. Would make artillery tactics very different.. and more historical accurate.

<b>* Stacking:</b> Possibility to use "extended lines" so as to create "battalions" of units 500+, thus enabling stacking with batteriers easier when you have large regiments.

<b>* Command range button:</b> no more comments needed..[;)]

<b>* Variable visibilty during scenario:</b> Something like the visibility settings in the naval campaigns - that visibility can in- or decrease simulation either the sun rising or battlefield smoke reducing visibility between morning and evening.

* Alternate release of fixed units: Today, it's visibility that can force the unfixing of single units. Should at least be by command (brigade) and maybe also as an option, by loss percentage of the initial force. (Thus the commander realizes that it's time to do something about a bad situation.. ) Maybe as a modifier to the percentage given in the scenario?

<i>* Variable visibilty during scenario: Something like the visibility settings in the naval campaigns - that visibility can in- or decrease simulation either the sun rising or battlefield smoke reducing visibility between morning and evening.</i>

d. Also agree that artillery units need to be better represented with either FA determining FP effectiveness and get rid of "crew killed" or assign men to each gun allowing artillery to take casualties like infantry.

1) Crew Kills on one and two gun batteries makes since to me, it is only when you get hits on six to four gun batteries it does not. Perhaps you could kill the crew on two guns only out of six, or make them all one and two gun batteries. If you go to one shot per tube you would reduce the desire to keep the large batteries together any way.

2) Why would you have a penelty to fire out of the woods? 1000 men do not occupy the entire area of the hex (125 yards per side?) that a few trees will make it less effective to fire from. I do not like the density modifier rule you added already, I sure would not use this one either.

3) As a Union Player having all those hugh Regiments 500+ I can never stack them to the 1000 man hex capacity like the Rebs can with their smaller units. I have played modes where the unit sizes were 250 men, that was great, a lot more flexibility. In the larger games I tend to move my units stacked to gether as a collective whole anyway; it just gives me the abliltiy to face in multiply directions, move through other units, extend my line and break down to corner smaller units. All these aspects would be historical tactics.
(Key is the fire power of one 1000 man regiment would still equal the fire power of four 250 man regiments, unlike the old TS engine)

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